Organisation du rappel de blessures
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@ -42,9 +42,8 @@ export class RdDActorCreatureSheet extends ActorSheet {
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data.data.caracSum = sum;
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data.data.carac.taille.isTaille = true; // To avoid button link;
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data.data.nbLegeres = this.actor.countBlessures(data.data.blessures.legeres.liste );
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data.data.nbGraves = this.actor.countBlessures(data.data.blessures.graves.liste );
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data.data.nbCritiques = this.actor.countBlessures(data.data.blessures.critiques.liste );
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data.data.blessures.resume = this.actor.computeResumeBlessure(data.data.blessures);
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data.data.isGM = game.user.isGM;
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data.data.competencecreature = data.itemsByType["competencecreature"];
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@ -41,9 +41,9 @@ export class RdDActorHumanoideSheet extends ActorSheet {
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data.data.caracSum = sum;
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data.data.carac.taille.isTaille = true; // To avoid button link;
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data.data.nbLegeres = this.actor.countBlessures(data.data.blessures.legeres.liste );
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data.data.nbGraves = this.actor.countBlessures(data.data.blessures.graves.liste );
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data.data.nbCritiques = this.actor.countBlessures(data.data.blessures.critiques.liste );
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data.data.carac.chance.isChance = true; // Ajouter chance actuelle et utiliser;
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data.data.compteurs.chance.isChance = true;
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data.data.blessures.resume = this.actor.computeResumeBlessure(data.data.blessures);
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data.data.competencecreature = data.itemsByType["competencecreature"];
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data.data.isGM = game.user.isGM;
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@ -90,9 +90,9 @@ export class RdDActorSheet extends ActorSheet {
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this.armesList = duplicate(data.data.combat);
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data.data.carac.taille.isTaille = true; // To avoid button link;
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data.data.nbLegeres = this.actor.countBlessures(data.data.blessures.legeres.liste );
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data.data.nbGraves = this.actor.countBlessures(data.data.blessures.graves.liste );
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data.data.nbCritiques = this.actor.countBlessures(data.data.blessures.critiques.liste );
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data.data.carac.chance.isChance = true; // Ajouter chance actuelle et utiliser;
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data.data.compteurs.chance.isChance = true;
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data.data.blessures.resume = this.actor.computeResumeBlessure(data.data.blessures);
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// Mise à jour de l'encombrement total
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this.actor.computeEncombrementTotalEtMalusArmure();
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@ -862,6 +862,33 @@ export class RdDActor extends Actor {
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}
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}
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computeResumeBlessure(blessures = this.data.data.blessures) {
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let nbLegeres = this.countBlessures(blessures.legeres.liste );
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let nbGraves = this.countBlessures(blessures.graves.liste );
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let nbCritiques = this.countBlessures(blessures.critiques.liste );
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let resume = "Blessures:";
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if (nbCritiques > 0 || nbGraves > 0 || nbLegeres > 0) {
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if (nbLegeres > 0) {
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resume += " " + nbLegeres + " légères";
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}
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if (nbGraves > 0) {
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if (nbLegeres > 0)
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resume += ",";
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resume += " " + nbGraves + " graves";
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}
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if (nbCritiques > 0) {
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if (nbGraves > 0 || nbLegeres > 0)
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resume += ",";
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resume += " une CRITIQUE !";
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}
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}
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else {
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resume += " aucune";
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}
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return resume;
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}
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/* -------------------------------------------- */
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computeEtatGeneral( )
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{
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@ -7,9 +7,7 @@
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<h1 class="charname"><input name="name" type="text" value="{{actor.name}}" placeholder="Name" /></h1>
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<div class="flexrow">
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<div class="flexrow">
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<div class="flex-group-center">Blessures légères : {{data.nbLegeres}}</div>
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<div class="flex-group-center">Blessures graves : {{data.nbGraves}}</div>
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<div class="flex-group-center">Blessure critique : {{data.nbCritiques}}</div>
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<span>{{data.blessures.resume}}</span>
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</div>
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</div>
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</div>
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@ -7,9 +7,7 @@
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<h1 class="charname"><input name="name" type="text" value="{{actor.name}}" placeholder="Name" /></h1>
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<div class="flexrow">
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<div class="flexrow">
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<div class="flex-group-center">Blessures légères : {{data.nbLegeres}}</div>
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<div class="flex-group-center">Blessures graves : {{data.nbGraves}}</div>
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<div class="flex-group-center">Blessure critique : {{data.nbCritiques}}</div>
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<span>{{data.blessures.resume}}</span>
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</div>
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</div>
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</div>
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@ -70,22 +70,7 @@
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<span class="tooltip">Malus de fatigue : {{data.fatigue.malus}}
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<span class="tooltiptext">{{{data.fatigue.html}}}</span>
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</span>
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<span>
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{{#if data.nbLegeres}}
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Blessures: {{data.nbLegeres}} légères
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{{#if data.nbGraves}}, {{data.nbGraves}} graves{{/if}}
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{{#if data.nbCritiques}}, une CRITIQUE !{{/if}}
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{{else}}
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{{#if data.nbGraves}}
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Blessures:{{data.nbGraves}} graves
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{{#if data.nbCritiques}}et une CRITIQUE !{{data.nbCritiques}}{{/if}}
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{{else}}
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{{#if data.nbCritiques}}une CRITIQUE !{{data.nbCritiques}}
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{{else}}Aucune blessure
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{{/if}}
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{{/if}}
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{{/if}}
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</span>
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<span>{{data.blessures.resume}}</span>
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</div>
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</div>
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</div>
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